Ship Dossier // Zorgon Peterson

HaulerExploration

Series Ships Updated 2026-06-25
Briefing

The cheapest path to deep space — range from mass, not money

At 14 tonnes the Hauler is the lightest hull in the game, and that absurd lightness flings even a modest FSD to ~50 LY engineered — range that shames ships costing a hundred times more. It ranks low only because its minuscule internals carry almost no kit or redundancy. As the cheapest possible long-range hull, it's a genuine novelty and a proof of concept, not a serious expedition ship.

Hauler
Hauler · Zorgon Peterson
62/100
~50 LY
Max jump (engineered)
14 t
Hull mass (lightest in game)
Class 3
~30k Cr
Hull price
Small
Pad size
Rating methodology

This ship's 1–100 suitability rating reflects its fully-engineered fit for this role, scored against every ship in the role. See how ships are rated.

01

Role & Overview

The Hauler is Zorgon Peterson's bargain-basement freighter, and its exploration party trick is mass — or the lack of it. At 14 tonnes it's the lightest ship in the game, and since jump range scales inversely with mass, even a modest FSD throws it a remarkable ~50 LY engineered. For a hull that costs about as much as a single rebuy on a real explorer, that's extraordinary.

The catch is everything else. Its six tiny optionals barely fit a small scoop, a scanner and an AFMU, with no room for redundancy or an SRV bay worth the name; its shields are minimal and it's slow in normal flight. The Hauler is a stunt and a statement: proof that range is about mass, not money. It's a novelty first explorer, an ultra-cheap expendable scout, or simply a fun demonstration of how far almost nothing can take you.

Where this hull shines

Ultra-budget and novelty exploration: a near-free first jump into the black, expendable scouting, range-on-a-shoestring challenges, and proving that lightness beats spending.

02

Key Stats & What Makes It Explore

Max jump (engineered)
~50 LY
Top speed / boost
204 / 306 m/s
Up to Class 3
Hull mass
14 t (lightest in game)
Optional internals
3·3·2·1·1·1
Utility mounts
2
Class 2
Pad
Small (lands anywhere)
Hull cost
~30k Cr
Military slots
0

Four things make the Hauler a novelty explorer:

The ceiling, stated honestly

Its six tiny optionals carry only the barest kit — a small scoop, scanner and a single AFMU, with no redundancy and barely an SRV — and its shields and fuel tank are minimal, so long jump chains and self-sufficient expeditions are out. It's slow, fragile and cramped. The Hauler is a stunt and an ultra-budget scout, not a ship for a serious long expedition.

03

Why This Rating

Scorecard

A 14-tonne hull flings a Class-2 FSD to ~50 LY engineered for ~30k Cr, but six tiny optionals (3·3·2·1·1·1) leave no room for redundancy, capping it as a novelty scout.

The 62/100 headline is a verdict against the exploration role's priority-ordered factors. Each factor carries a weight (its share of 100); this hull earns part of each based on how it performs against the whole field. The points sum to the rating.

Role factorScoreWhy this score
Engineered jump range26/35
At 14 t — the lightest hull in the game — even a Class-2 FSD with G5 Increased Range plus a size-3 Guardian Booster reaches ~50 LY engineered, matching the Cobra Mk III and trailing only the dedicated explorers (DBE ~68, Mandalay ~85).
Heat profile10/15
Tiny modules and a G5 Low Emissions + Thermal Spread Class-2 plant run cool for corona scooping, but a Class-3 scoop and minimal heat sinking keep it mid-field rather than a standout cool-runner like the Dolphin or DBE.
Fuel tank & reach5/10
The Class-3 (8 t) fuel tank cannot be engineered and forces short jump chains with frequent scooping; reach between refuels is among the weakest in the small-pad field.
Canopy & visibility6/10
The Hauler's small bubble canopy gives serviceable forward and lateral visibility for scooping and surface approach, adequate but well short of the panoramic Asp Explorer or Dolphin glass.
Internals7/20
Six minuscule optionals (3·3·2·1·1·1, zero military slots) just fit a scoop, scanner, single AFMU, a 2G SRV bay and a 1C landing shield — no redundancy and no spare AFMU; the clear limiter on a serious expedition.
Comfort & cost8/10
At ~30k Cr hull and ~3M Cr all-in engineered with no rank or permit gate, it is the cheapest deep-space ship by a wide margin; cost-efficiency is absurd, though the cabin is cramped and normal flight slow (204/306 m/s).
Weighted total62/100
Matches the headline suitability rating for this ship in this role.
How to read it

Weights are an editorial decomposition of the role's stated priority order — not an in-game formula. Bar length shows how fully each factor is earned; the longest factors carried the score, the shortest are where it gave points away. See how ships are rated.

04

How It Compares

Both tables rate ships for exploration specifically. The role column is the maximum engineered jump range in light-years — the headline number for deep-space travel.

Same class — small-pad explorers

ShipClassMax jump (LY)Pros & cons vs HaulerRating
Diamondback ExplorerSmall~68Far more range, kit and redundancy; cool-running~50× the price88
DolphinSmall~58Coolest-running; comfortable; roomierMuch pricier80
Diamondback ScoutSmall~55Cool-running; four utilities; real kitPricier74
Imperial CourierSmall~55Faster; strong shieldsImperial rank; pricier73
Cobra Mk IIISmall~50Versatile; cargo; tougherPricier71
Hauler thisSmall~50— this hull (baseline)62
AdderSmall~47More guns and cargo; multi-roleSlightly shorter range60

The Hauler matches far costlier ships on raw jump range purely through lightness — but carries almost nothing. For only a little more, the Diamondback Scout or Cobra Mk III give real kit and capacity. The Hauler's niche is the absolute rock-bottom price and the sheer novelty of its range-per-credit.

Other classes — what real money buys

ShipClassMax jump (LY)Pros & cons vs HaulerRating
MandalayMedium~85Far more range, kit and comfortVastly pricier; medium pad96
Diamondback ExplorerSmall~68The sensible cheap explorer~50× the price88
Asp ExplorerMedium~62Roomy; comfortable; great viewVastly pricier; medium pad86
DolphinSmall~58Cool, comfortable, roomyMuch pricier80
AdderSmall~47More capable multi-role for little moreSlightly shorter range60

Every other explorer carries more, lasts longer and travels in more comfort — but all cost vastly more than the Hauler. Its entire pitch is that lightness, not money, makes range: a near-free hull that jumps almost as far as ships a hundred times its price.

05

Cost & Access

Hull
~30k Cr
A-rated explorer
~600k Cr
Engineered
~3M Cr
Pad
Small
Rank
None
Permit
None

At ~30k Cr the Hauler is almost free, and even a fully A-rated, lightly engineered explorer fit stays around 3M Cr all-in — the cheapest deep-space ship possible, by a wide margin.

It's a pure novelty-and-value pick. Spend a little more on a Diamondback Scout or DBE for a vastly better explorer; choose the Hauler only for the rock-bottom price, an expendable scout, or the fun of proving how far nothing can go.

Deep space for pocket change

A long-range explorer for around 3M Cr all-in — and a near-free 30k hull. Nothing reaches the black for less. The Diamondback Scout is the sensible upgrade.

06

3-State Loadout

A minimalist featherweight explorer fit — the barest essentials on the lightest hull in the game. Initial is buy-only; A-rated is the expedition baseline; Engineered squeezes maximum range from minimal mass.

SlotInitial · buy-onlyA-Rated · no engEngineeredNotes
Utility Mounts
Utility 10I Heat Sink Launcher0I Heat Sink LauncherG1 Ammo Capacity (no experimental effect)Optional / low-priority — Ammo Capacity adds heat-sink charges. Dumps heat for silent running and Thermal-Vent resets.
Core Internals
BulkheadsLightweight AlloyLightweight AlloyG5 Lightweight (no experimental effect)
Power Plant2E Power Plant2D Power PlantG5 Low Emissions + Thermal SpreadD-rate to save mass; Low Emissions runs the plant cool so you can sit deep in a star's corona and scoop.
Thrusters2E Thrusters2D ThrustersG5 Clean Drive Tuning + Stripped DownD-rated thrusters are ample for a 14t hull; Clean Drive Tuning trims heat and power, and Stripped Down sheds mass for range.
Frame Shift Drive2E Frame Shift Drive2A Frame Shift DriveG5 Increased Range + Mass ManagerA-rate this FIRST and max Increased Range with Mass Manager — on 14 tonnes the range is the whole point of the build.
Life Support1E Life Support1D Life SupportG5 Lightweight (no experimental effect)D-rate and Lightweight to save every kilo; life support has no experimental effect.
Power Distributor1E Power Distributor1D Power DistributorG3 Engine Focused (no experimental effect)D-rate is enough with no guns to feed; Engine Focused keeps the boost charging for fast scooping turns.
Sensors1E Sensors1D SensorsG5 Lightweight (no experimental effect)Drop to D and go Lightweight; exploration needs no sensor range, so save the mass.
Fuel Tank2C Fuel Tank2C Fuel Tank(No blueprint available)Stock class-3 (8t) tank; plan short jump chains and scoop often. Fuel capacity cannot be engineered.
Optional Internals
Size 33E Fuel Scoop3A Fuel ScoopG5 Shielded (no experimental effect)Optional / low-priority — Shielded hardens the scoop; scoop rate is unchanged. Refuels from stars.
Size 33H Guardian FSD Booster(No blueprint available)Guardian FSD Booster (size 3, the biggest flat bonus that fits) stacks straight onto the engineered drive; Guardian tech carries no blueprint.
Size 22G Planetary Vehicle Hangar(No blueprint available)SRV Hangar (the lighter 2G) in the only size-2 slot opens surface prospecting and exobiology; hangars are not engineerable.
Size 11E AFMUG5 Shielded (no experimental effect)Optional / low-priority — Shielded hardens the AFMU. Repairs modules between fights.
Size 11I Detailed Surface ScannerG5 Expanded Probe Scanning Radius (no experimental effect)Optional / low-priority — Expanded Probe Scanning widens probe coverage. Maps planets for exploration data.
Size 11C Bi-Weave Shield GeneratorG5 Enhanced Low Power (no experimental effect)Enhanced Low Power keeps the shield light and low-draw for the long haul.
Open in planner / Export
Open in CoriolisopenopenopenOne-click open at coriolis.io.
Open in EDSYopenopenopenOne-click open at edsy.org.
Copy SLEFCopies the raw Ship Loadout Export Format for that state.
Keep it light, keep it simple

The Hauler's range comes from its 14-tonne mass — don't load it down. A class-3 scoop, Guardian booster, scanner, one AFMU, a single-seat SRV bay and a light landing shield is all it fits, and all it needs. There's no room for redundancy; plan short hops and frequent resupply.

07

Initial Loadout — Buy-Only Plan

Buy the hull (~30k Cr) and run it stock: the standard E-rated cores stay in place, the hull's factory Lightweight Alloy bulkheads stay on (they're the lightest armour and cost nothing), and you bolt on a 3E Fuel Scoop and a Heat Sink Launcher — that's the entire buy-only fit. Even on a 2E FSD the range is startling given the low mass.

Leave the rest of the bays empty for now. The second size-3 slot (Guardian FSD Booster), the size-2 SRV bay, and all three size-1 slots — AFMU, Detailed Surface Scanner and the landing shield — stay unfitted until the A-rating pass.

Strip everything non-essential; the Hauler's whole virtue is its lightness.

08

A-Rated Loadout — Upgrade Plan

A-rating priority for a featherweight explorer:

Leave the bulkheads as Lightweight Alloy — there's nothing to shoot you out here, so don't trade range for armour mass. Engineering comes later.

Mass is the only lever

Everything on the Hauler is about staying light — A-rate and lightweight-engineer the cores, fit the bare minimum, and watch a 30k-credit hull out-jump ships worth millions.

09

Engineering Plan

The exploration engineering pattern on the lightest hull in the game. Felicity Farseer carries the all-important Increased Range FSD; the thrusters go to Professor Palin or Mel Brandon, the plant to Hera Tani, and the lightweight cores spread across Etienne Dorn, Bill Turner and The Dweller. Pin blueprints for remote G1→G5 application.

ModuleBlueprintExperimentalEngineer
Frame Shift Drive (2)Increased Range (G5)Mass ManagerFelicity Farseer
Thrusters (2)Clean Drive Tuning (G5)Stripped DownProfessor Palin / Mel Brandon
Power Plant (2)Low Emissions (G5)Thermal SpreadHera Tani
Life Support (1)Lightweight (G5)Etienne Dorn
Sensors (1)Lightweight (G5)Bill Turner / Juri Ishmaak
Power Distributor (1)Engine Focused (G3)The Dweller
BulkheadsLightweight (G5)Selene Jean

Recommended order

Material intensity (qualitative)

Very light — tiny modules and standard exploration blueprints; the cheapest exploration grind bar none. With a complete inventory this is trivial spend. Ask for exact per-blueprint counts if needed.

10

Key Stat Upgrades

Approximate progression across the three states (figures are representative, not exact rolls):

StatInitialA-ratedEngineered
Max jump (LY)~28~40~50
Hull mass14 t14 t14 t
BulkheadsLightweightLightweightLightweight (G5)
Speed (boost)306 m/s306 m/s~330 m/s
Cost-efficiencyabsurdabsurdabsurd

The bulkheads stay Lightweight Alloy throughout, and the G5 Lightweight roll at Selene Jean shaves their already-minimal mass to nothing — protection is irrelevant out in the black, every kilo is range. Engineered, a 30k-credit Hauler jumps ~50 LY — range that costs a hundred times more in other ships. It carries almost nothing and can't sustain a long trip, but as a demonstration that lightness, not money, makes range, it's unbeatable.

11

Key Activities & Where To Do Them

Getting started
  • A near-free first jump. The cheapest possible way to leave the bubble and see the black.
  • Expendable scouting. Cheap enough to risk on a quick probe of a nearby region.
  • Range challenges. A fun hull for shoestring or low-cost exploration challenges.
Advanced
  • Proof of concept. Demonstrates the core exploration truth — shed mass for range — better than any other ship.
  • Quick local surveys. Cheap mapping of nearby systems with minimal investment.
  • A throwaway scout. Lose it without a care; the rebuy is pocket change.
Generic example destinations

Nearby systems and a first cautious step toward the core suit it. From your home base it's a near-free way to take a first jump into deep space.

12

Field Notes — What Else To Know

Verdict

The Hauler is the featherweight bargain of deep space: 14 tonnes of hull that jumps ~50 LY for the price of a rebuy, proving that range is about mass, not money. It carries almost nothing and can't sustain a serious expedition — but as the cheapest possible ticket to the black, and a delightful demonstration of physics over price, it has a charm all its own.

13

Sources

Figures on this page are verified against the sources below.

CoriolisInteractive outfitting & build planner, preloaded for this ship.coriolis.io/outfit/hauler
Elite Dangerous (official)Frontier's official Hauler ship page — manufacturer specs, feature overview, and the ship render used on this page.elitedangerous.com/.../hauler
EDCD coriolis-dataShip slot layout, module variants, and engineering blueprint data.coriolis-data/ships/hauler.json
Inara — HaulerShip reference page: stat block, module slot layout, and sell locations.inara.cz/elite/ship/10
Fandom wikiHauler ship article: role profile, manufacturer, and design history.fandom.com/wiki/Hauler